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TF2NADES - 1.0.0.7 (28 Aug 2008)


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The Drunken Brawler
Member
Join Date: Aug 2008
Old 08-29-2008 , 20:51   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #61

When will there be a fix for the current version of SM?
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dotISO
Member
Join Date: May 2008
Old 08-29-2008 , 22:36   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #62

Quote:
Originally Posted by L. Duke View Post
Sounds like it may be related to the bug in later versions SourceMod 1.1. The event handle is invalid sometimes which might be causing the client variable to be set to 0 (the world) rather than the actual client entity index.

I believe this is the version of SM I'm currently using on Windows (and it works fine):
http://svn.alliedmods.net/viewvc.cgi...s&pathrev=2831

Has anyone with the latest SM snapshot tried this plugin on Linux? Does it work there?
ARGH that rev doesn't work with 1.0.0.7
What version do work with it?
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Crap
Senior Member
Join Date: Aug 2008
Old 08-30-2008 , 12:42   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #63

Not sure if it's a problem with this mod, SM, or my setup, but it seems like the translations/translation file for this mod are/is bugged.

I run a server in Japan and so try to translate as much into Japanese as possible, but for some reason the in-game messages for this mod are showing the Japanese and English messages to people with English clients (myself included). All the other mods and source mod itself only show the language which the user's client is set for, unless there is no translation for that language in which case it falls back to english.
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talpa
Member
Join Date: Jun 2007
Old 08-30-2008 , 16:49   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #64

work fine if u want try connect 195.43.185.164:27025

Good Job L.Duke !!! ;D
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Apex_
Member
Join Date: Jan 2008
Old 08-30-2008 , 16:55   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #65

The tweaks to the sounds and conc seem to have worked out very well, thanks LDuke!

The biggest complaints thus far after about a week of play on my server were from engineers. Would you be open to the idea of a cvar that disables or scales damage to buildables for anything but the MIRV? Most of the nade types can be used against engineers, and having nail grenades or frags take out sentries is a bit overkill in my opinion.

How doable is a custom grenade kill icon? That's probably number two on the list, that people didn't know what was killing them.

Just throwing some stuff out there
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3_stooges_geo
Member
Join Date: Jul 2008
Location: Blackwood,New Jersey
Old 08-30-2008 , 17:32   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #66

Quote:
Originally Posted by dotISO View Post
ARGH that rev doesn't work with 1.0.0.7
What version do work with it?
we are using SourceMod v1.1.0.2419 on both our servers:
64.34.163.140:27015 3stooge.com|TF2Nades|HLStatsX|Class limits|Custom Maps|

64.34.178.90:27015 3stooge.com|ROLL THE DICE|TF2nades|HLSTATSX|

we got from this post
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 08-30-2008 , 18:10   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #67

I dunno but, props to you Lduke. This is a badass plugin you made and im sure it took alot of work.

Perhaps you might update main post with what the most stable versions of SM are used with this plugin are? We run 1.0.3, is that ok?


EDIT: Ok I see this requires "1.1 snapshot of sm" what does that mean....just requires 1.1 version of sm, or is snapshot something else....

Last edited by retsam; 08-30-2008 at 19:25.
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dotISO
Member
Join Date: May 2008
Old 08-30-2008 , 19:41   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #68

Quote:
Originally Posted by 3_stooges_geo View Post
we are using SourceMod v1.1.0.2419 on both our servers:
64.34.163.140:27015 3stooge.com|TF2Nades|HLStatsX|Class limits|Custom Maps|

64.34.178.90:27015 3stooge.com|ROLL THE DICE|TF2nades|HLSTATSX|

we got from this post
Thx
EDIT: nope, doesn't work

Last edited by dotISO; 08-30-2008 at 20:16.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 08-30-2008 , 20:33   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #69

Quote:
Originally Posted by L. Duke View Post
Sounds like it may be related to the bug in later versions SourceMod 1.1. The event handle is invalid sometimes which might be causing the client variable to be set to 0 (the world) rather than the actual client entity index.

I believe this is the version of SM I'm currently using on Windows (and it works fine):
http://svn.alliedmods.net/viewvc.cgi...s&pathrev=2831

Has anyone with the latest SM snapshot tried this plugin on Linux? Does it work there?
Actually, I also have been problems with the server crashing and I have narrowed it down to this code in PlayerSpawn

Code:
    if (!gCanRun)
    {
        if (GetEngineTime() > (gMapStart + 60.0))
        {
            gCanRun = true;
        }
        else
        {
            return Plugin_Continue;
        }
    }
Apparently, the GetEngineTime() call must be crashing. This happens when I 1st join the server and it is retrieving the client info.

If I comment out the code above, then it doesn't crash and everything works.
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crazychicken
Senior Member
Join Date: Mar 2008
Old 08-30-2008 , 20:39   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #70

how about a smoke grenade for spy? tripmine for sniper?

also how do u get the grenades? are they bound to a key so no annoying typing in console a command to enable ?
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Last edited by crazychicken; 08-30-2008 at 20:41.
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